Freetown
Village

REDESIGNING PLATFORM EXPERIENCE AND REVENUE SUSTAINABILITY

0-1

B2C

REVENUE MODELLING

Client

Freetown Village

Team

Team of 4

My Role

User & business researcher, Product Designer

Duration

12 Weeks

PROBLEM

Freetown Village's value lives in embodied, shared, live experiences, performances, storytelling, and community dialogue, but that value was tied entirely to physical space, with no way to scale beyond it or sustain itself financially between events.

SOLUTION

A digital cultural ecosystem built on two inseparable core experiences: live Watch Parties and a personal 3D Museum connected by a sustainable revenue model and an IoT layer bridging physical events to the digital platform.

OUTCOME

Core Watch Party flows validated at 92%+ task success in usability testing, backing a platform designed to shift Freetown Village off 80% grant dependency toward a sustainable, tiered revenue model.

Given the same Salesforce question,

6 of 8 power users preferred our AI workspace over ChatGPT.

01 — OVERVIEW

Overview

Freetown Village is a living history museum that preserves African American history through live performances, storytelling, and community dialogue.

Unlike a traditional museum, its value isn't in static exhibits, it's in embodied, shared experience, which made ‘digitize the museum’ the wrong framing from the start. The final outcome is not just a digital product, but a cultural platform combining:

  • Watch Parties - live and recorded communal viewing

  • A personal 3D Museum - individual, persistent ownership of what a user has experienced

  • A revenue model - treating sustainability as part of the experience, not an afterthought

  • An IoT-enabled ecosystem - connecting physical, live events to the digital platform

02 — THE PROBLEM

The Problem

This wasn't approached as a typical ‘design a feature’ problem; it was treated as a systemic challenge across users, culture, business, and technology at once. A purely digital archive would solve the ‘beyond physical space’ half of the question and fail the ‘experience it together’ half; a purely social platform would risk losing the cultural authenticity that gives Freetown Village its value in the first place. The problem statement had to hold both halves simultaneously.
How might we help people experience African American history together and build lasting cultural ownership, while enabling Freetown Village to scale its mission sustainably beyond physical space?

03 — RESEARCH

Research

Research combined primary and secondary methods to triangulate both user behavior and the competitive landscape:

Stakeholder interviews

User interviews

COMPETITIVE RESEARCH

EARLY USABILITY TESTING

FOCUS GROUPS

DATA SYNTHESIS

This concentration was itself a finding: a mission this reliant on grant funding has no direct lever tied to audience growth or engagement, which shaped the entire premise that the platform needed its own revenue model, not just a content strategy.

Market Positioning Map

Freetown Village was benchmarked against four platforms on a single community-engagement scale (0–9):

COMMUNITY ENGAGEMENT · 0 TO 9 SCALE

Mighty Networks

9

Smithsonian Associates

5

KweliTV

3

BroadwayHD

1

Sets the ceiling, not a direct competitor

Cultural / streaming platforms

Mighty Networks' high score reflects a fundamentally different product (a general-purpose community platform), not a direct competitor, but it set the ceiling for what ‘community engagement’ could look like. The real finding was the gap beneath it: no existing cultural/streaming platform in this space scored above a 5, meaning genuine community engagement was the open opportunity, not a crowded one.

Key Findings

01

Digital history often feels like reference material, not lived experience. Users want to feel connected to the narrative, not just informed by it.

02

Trauma-focused narratives dominate online Black history content. Users wanted creativity, continuity, and joy represented alongside struggle, not struggle alone.

03

Shared experiences significantly increase emotional resonance. Community amplifies meaning and memory in a way solo consumption doesn't.

Quantitative Signals

User interviews and data synthesis converged on four needs that shaped every downstream decision:

Trust

Trust

Interactivity

Interactivity

Community

Community

Continuity

Continuity

Early Usability Validation

Before committing to a concept, three core assumptions were tested directly rather than assumed:

SOLO VS SHARED LEARNING

PASSIVE VS PARTICIPATORY FORMATS

PRESENCE OR ABSENCE OF PROGRESSION

WHAT WE FOUND

  • Shared experiences held attention longer than solo ones

  • Passive consumption caused disengagement

  • Users wanted something lasting to carry forward after learning, not just a completed session

04 — IDEATION

Ideation

With the problem clearly defined, multiple experience models were explored deliberately without converging early

CONCEPTS Explored

STATIC DIGITAL ARCHIVE

COURSE-BASED LEARNING

COMMUNITY FORUM

STREAMING ONLY

HYBRID LIVE + PROGRESSION

Low-fidelity sketches focused on experience flow, not UI polish, specifically how users enter, where the emotional peaks occur, and what motivates a return visit.

KILLED

What we killed and why

A static digital archive and course-based learning were both rejected for the same underlying reason — they treated history as content to consume, which the research had already shown produces disengagement and no lasting connection. A community forum alone lacked the emotional peak of a live shared moment; streaming alone lacked a reason to return once a session ended.

No single model worked in isolation. The strongest concepts combined shared experience with personal ownership exactly the combination no single explored model offered on its own.

05 — THE BET

The Bet

Four principles, drawn directly from research synthesis, governed every decision from this point forward

01

Trust before scale. Cultural authenticity is non-negotiable.

02

Participation over consumption. Active engagement drives retention.

03

Community over virality. Depth of connection matters more than reach.

04

Progression builds identity. Ownership creates lasting engagement.

The bet: neither a purely social feature nor a purely archival one would work, the platform had to combine a shared, live moment with something a person could personally keep, or it would repeat the same disengagement the research had already surfaced.

A shared live moment, plus something you get to keep.

06 — THE SOLUTION

Solution 01- Watch Parties

THE IDEA
  • Live and recorded cultural performances

  • Public and private rooms

  • Real-time chat, polls and quizzes

WHY WATCH PARTIES
  • Replicate Freetown Village's in-person performances directly, rather than translating them into a different format

  • Reinforce learning as communal, matching the ‘shared experiences increase emotional resonance’ finding

  • Build emotional resonance and trust, the foundation the ‘trust before scale’ principle demanded

History is remembered socially, not individually.

Solution 02- Personal 3D Museum

The second, inseparable half of the bet: give each user something of their own to build and keep, so the platform offers more than a session that ends when the stream does.

CORE PROTOTYPE FLOWS TESTED -

07 — TESTING

Testing

Usability testing measured task success across the core flows before wider validation:

TASK SUCCESS RATE

Join Watch Party

92%

Participate in chat

88%

the familiar loop ends here

Understand points

75%

Find artifact

70%

Navigate museum

65%

Core communal loop

Newer, less-familiar mechanics

The pattern is clear across the flow: the core communal loop (joining, participating) tested strongly, while the newer, less-familiar mechanics (points, artifacts, museum navigation) tested weaker, a natural target list for the next iteration rather than a red flag on the concept itself.

08 — REVENUE

Revenue

Revenue was designed as part of the experience itself, not layered on afterward, directly addressing the 80%-grant-dependency finding from research.

09 — IoT Ecosystem - Bridging Physical & Digital Culture

IoT Ecosystem - Bridging Physical & Digital Culture

The platform extends beyond screens into an IoT-enabled layer, closing the loop between attending a live event and the digital ownership model.

SMART TV CASTING FOR WATCH PARTIES

QR/NFC ARTIFACT UNLOCKS AT LIVE EVENTS

MULTI DEVICE SYNCING

10 — IMPACT

Impact

Usability testing validated the core communal loop before further investment, and the revenue model directly addressed the structural funding problem the research surfaced.

92%

Task success - joining a Watch Party

88%

task Success - Participating in Live Chat

3

Revenue tiers replacing single source grant reliance

80%

Prior grant dependency, the model was designed to reduce

11 — NEXT STEPS

Next Steps

12 — Conclusion

Conclusion

This project went beyond designing screens to designing a system, where shared experiences create meaning, ownership builds connection, and sustainability supports culture. By combining Watch Parties with a personal 3D Museum, the platform transforms history from something people consume into something they experience together and carry forward.
This project went beyond designing screens to designing a system, where shared experiences create meaning, ownership builds connection, and sustainability supports culture. By combining Watch Parties with a personal 3D Museum, the platform transforms history from something people consume into something they experience together and carry forward.
This project went beyond designing screens to designing a system, where shared experiences create meaning, ownership builds connection, and sustainability supports culture. By combining Watch Parties with a personal 3D Museum, the platform transforms history from something people consume into something they experience together and carry forward.

Let's Talk

I'm most energized by projects where I can dig into complex problems, collaborate with smart people, and ship things that genuinely improve someone's day.

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Advait

Open to full-time roles, contract work, and interesting conversations about hard design problems.

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